Homebrew Everling Species Details
Everlings are a long forgotten race, ancestors of today's Changelings. As such they share many common traits but are also very different.
While changelings are limited in the fact that they do not truly become the race they change to Everlings do in fact. This is a special trait that only pure Everlings can use, though it is hard to find a half breed due to the way that Everlings procreate.
Everlings wish to keep their existence a secret, so they never reveal their true nature to their mate and if they sire any offspring it is solely that of the Everlings current race and the other parent. For instance, say a male Everling in the form of an Elf mates with a female Triton, the child will be half Elf half Triton.
Everlings tend to be lawful good with a few leaning towards the chaotic good. Very rarely will they ever venture to the evil side of the alignment scale let alone the neutral.
Most Everlings choose the features and appearance of other races by the time they're able to walk, and as such they usually never appear as their true form
Everling Traits
When in their true form Everlings are silvery pale with bright gold eyes. Long pointed ears, and dark blue or green hair hug their features with horns curving out from the top of their head and pointing forward. High cheek bones and gentle eyes pull it all together. Everlings are an enchanting race to behold and are easily recognizable by their glowing tattoo, which only is visible in their true form.Everlings Charm
increase your charisma score by 2 up to a maximum of 20
Increase your Wisdom or Intelligence score by 1 up to a maximum of 20
Everlings Blessing
Every turn you take damage you can roll your hit die adding your proficiency bonus and regain that many hit points. At 10th level you can add an additional 1D6 and at 19th level you can reroll any ones or twos once.
True Change
When you change as an Everling you actually change into the race, maintaining your Everling abilities but also gaining one trait from your chosen race. You only benefit from the trait of your new race while you are that race. You can stay as any race indefinitely and you can change once plus your Charisma modifier (minimum 1) per long rest.
Elves
-You have advantage on saving throws against being charmed, and magic can’t put you to sleep.
Dwarves
-You have advantage on saving throws against poison, and you have resistance against poison damage
Orcs
-As a bonus action, you can move up to its speed toward a hostile creature that it can see.
Tritons
-Adapted to even the most extreme ocean depths, you have resistance to cold damage.
Halfings
-When you roll a 1 on the d20 for an attack roll, ability check, or saving throw, you can reroll the die and must use the new roll. (you can only use this trait once per day)
Goliaths
-You have proficiency in the Athletics skill.
Arracockra
-You have a flying speed of 50 feet. To use this speed, you can’t be wearing medium or heavy armor
Kenku
-You can mimic sounds you have heard, including voices. A creature that hears the sounds you make can tell they are imitations with a successful Wisdom (Insight) check opposed by your Charisma (Deception) check.
Kobold
- You have advantage on an attack roll against a creature if at least one of your allies is within 5 feet of the creature and the ally isn't incapacitated.
Gnomes
-You have advantage on all Intelligence, Wisdom, and Charisma saving throws against magic.
Human
-You gain proficiency in one skill of your choice.
Genasi
-Your Constitution score increases by 2 but cannot go beyond 20 via this trait
Aasimar
-You can cast the lesser restoration spell once with this trait, and you regain the ability to do so when you finish a long rest.
Dragonborn
-You have resistance to the damage type associated with your draconic ancestry.
Tiefling
-You can cast the hellish rebuke spell as a 2nd-level spell once with this trait and regain the ability to do so when you finish a long rest.
Tabaxi
- You have proficiency in the Perception and Stealth skills.
Comments